gun ammo descriptions

missile Bot: +10% bigger explosions, +10% damage, +7% fire rate
plasma Bot: +40% damage, and drains 2% less energy
1st ionization energy: 8->11 energy per heal
mass-energy: defense reduction factor 0.13->0.33
neutron bomb: +25% damage
non-renewables: 78->88% damage
junk DNA: applies to all damage, not just spores
pseudoscience: adds (1-4)->(1-3) JUNK to tech pool per free research
futures exchange: 4.1->4.3 duplication per cancel

default skin has slightly more narrow legs

added ammo to gun descriptions
This commit is contained in:
landgreen
2023-09-25 19:49:07 -07:00
parent 8a3ac11793
commit bf5f8661fc
7 changed files with 2341 additions and 2259 deletions

View File

@@ -579,7 +579,7 @@ const m = {
if (tech.isTurret && m.crouch) dmg *= 0.34;
if (tech.isFirstDer && b.inventory[0] === b.activeGun) dmg *= 0.85 ** b.inventory.length
if (tech.isEnergyHealth) {
return Math.pow(dmg, 0.19) //defense has less effect
return Math.pow(dmg, 0.33) //defense has less effect
} else {
return dmg
}
@@ -729,7 +729,7 @@ const m = {
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
m.energy = m.maxEnergy
m.energy = m.maxEnergy + 0.1
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
@@ -910,27 +910,27 @@ const m = {
ctx.lineTo(m.knee.x, m.knee.y);
ctx.lineTo(m.foot.x, m.foot.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 7;
ctx.lineWidth = 6;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
ctx.lineTo(m.foot.x - 14, m.foot.y + 5);
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
ctx.lineTo(m.foot.x + 14, m.foot.y + 5);
ctx.lineWidth = 4;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
ctx.arc(m.hip.x, m.hip.y, 10, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 7, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
ctx.moveTo(m.knee.x + 6, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 6, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 6, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
ctx.moveTo(m.foot.x + 5, m.foot.y + 1);
ctx.arc(m.foot.x, m.foot.y + 1, 5, 0, 2 * Math.PI);
ctx.fillStyle = m.fillColor;
ctx.fill();
ctx.lineWidth = 2;
@@ -938,6 +938,83 @@ const m = {
ctx.restore();
}
},
// resetSkin() {
// simulation.isAutoZoom = true;
// m.yOffWhen.jump = 70
// m.yOffWhen.stand = 49
// m.yOffWhen.crouch = 22
// m.isAltSkin = false
// m.color = {
// hue: 0,
// sat: 0,
// light: 100,
// }
// m.setFillColors();
// m.draw = function () {
// ctx.fillStyle = m.fillColor;
// m.walk_cycle += m.flipLegs * m.Vx;
// ctx.save();
// ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
// ctx.translate(m.pos.x, m.pos.y);
// m.calcLeg(Math.PI, -3);
// m.drawLeg("#4a4a4a");
// m.calcLeg(0, 0);
// m.drawLeg("#333");
// ctx.rotate(m.angle);
// ctx.beginPath();
// ctx.arc(0, 0, 30, 0, 2 * Math.PI);
// ctx.fillStyle = m.bodyGradient
// ctx.fill();
// ctx.arc(15, 0, 4, 0, 2 * Math.PI);
// ctx.strokeStyle = "#333";
// ctx.lineWidth = 2;
// ctx.stroke();
// ctx.restore();
// m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
// powerUps.boost.draw()
// }
// m.drawLeg = function (stroke) {
// // if (simulation.mouseInGame.x > m.pos.x) {
// if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
// m.flipLegs = 1;
// } else {
// m.flipLegs = -1;
// }
// ctx.save();
// ctx.scale(m.flipLegs, 1); //leg lines
// ctx.beginPath();
// ctx.moveTo(m.hip.x, m.hip.y);
// ctx.lineTo(m.knee.x, m.knee.y);
// ctx.lineTo(m.foot.x, m.foot.y);
// ctx.strokeStyle = stroke;
// ctx.lineWidth = 7;
// ctx.stroke();
// //toe lines
// ctx.beginPath();
// ctx.moveTo(m.foot.x, m.foot.y);
// ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
// ctx.moveTo(m.foot.x, m.foot.y);
// ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
// ctx.lineWidth = 4;
// ctx.stroke();
// //hip joint
// ctx.beginPath();
// ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
// //knee joint
// ctx.moveTo(m.knee.x + 7, m.knee.y);
// ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
// //foot joint
// ctx.moveTo(m.foot.x + 6, m.foot.y);
// ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
// ctx.fillStyle = m.fillColor;
// ctx.fill();
// ctx.lineWidth = 2;
// ctx.stroke();
// ctx.restore();
// }
// },
skin: {
none() {
m.isAltSkin = true
@@ -1122,27 +1199,27 @@ const m = {
ctx.lineTo(m.knee.x, m.knee.y);
ctx.lineTo(m.foot.x, m.foot.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 7;
ctx.lineWidth = 6;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
ctx.lineTo(m.foot.x - 14, m.foot.y + 5);
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
ctx.lineTo(m.foot.x + 14, m.foot.y + 5);
ctx.lineWidth = 4;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
ctx.arc(m.hip.x, m.hip.y, 10, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 7, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
ctx.moveTo(m.knee.x + 6, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 6, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 6, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
ctx.moveTo(m.foot.x + 5, m.foot.y);
ctx.arc(m.foot.x, m.foot.y + 1, 5, 0, 2 * Math.PI);
ctx.strokeStyle = "rgba(0,255,255,0.25)";
ctx.lineWidth = 5;
ctx.stroke();